Making maps?
Making maps?
I'm having difficulty finding information for making maps for interstate 76 nitro. If anyone has any links, please tell me. Thanks.
Bit more info...
I have the map editor available from the AVA web page, and I've actually gotten maps I've made to show up in the map list on Interstate 76, but it simply crashes the program if I try to open it.
First off, make sure you have the correct map editor. You need to have arsedit to make maps for Nitro or Gold -- maps made with the editor for I'76 Original will not work directly in Nitro. Check out the downloads section of http://www.interstate76.com
Next, make sure you are filling in ALL necessary info in the World Definitions box - leaving the wrong one blank or typing something in wrong will likely result in the map not working.
For examples of working World Defs, check out Diver's Lab, found under resource sites in the community section of interstate76.com
Then of course check that you have spawn points properly setup.
If none of that helps, list what you have or have not done with the map and maybe we can give more info
Next, make sure you are filling in ALL necessary info in the World Definitions box - leaving the wrong one blank or typing something in wrong will likely result in the map not working.
For examples of working World Defs, check out Diver's Lab, found under resource sites in the community section of interstate76.com
Then of course check that you have spawn points properly setup.
If none of that helps, list what you have or have not done with the map and maybe we can give more info
Last edited by Fnork on Sat Nov 22, 2003 11:59 am, edited 1 time in total.
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- Legend of Sorts
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Hey...
-Lightfoot
http://twitch.tv/dsavage66
http://discord.me/ultrafunk
If only you could see what I've seen...
http://twitch.tv/dsavage66
http://discord.me/ultrafunk
If only you could see what I've seen...
I found this in an old text file that I'd put together a long time ago. It has all the World Def settings for a few of the maps/missions that came with the game. Simply fire up the game and load one of the maps to see what it looks like -- if you like the color/texture/etc, copy it exactly from the appropriate list below, and your map will have a similar look.
The first column is the box in the World Defs tab, the second (in bold) has the 16 bit settings, and the third is for 8 bit. Ignore the slash marks // when copying the values
Level Description: Matterhorn Run
Palette File: // p18_16.act // p18.act
Luma Table: // p18.LUM // p18.LUM
Xlucency Table1: // p18.TBL // p18.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cldb.map // nk_1cld2.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp181sw6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD
Level Description: Pitchfork
Palette File: // p01.ACT // p01.ACT
Luma Table: // p01.LUM // p01.LUM
Xlucency Table1: // p01.TBL // p01.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld6.MAP // nk_1cld3.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp041db6.MAP // tt021sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p01_16.HZD // p01.HZD
Level Description: Grape Vine
Palette File: // p10_16.ACT // p10.ACT
Luma Table: // p10.LUM // p10.LUM
Xlucency Table1: // p10.TBL // p10.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld9.MAP // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp191sr6.MAP // tt031sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD
Level Description: Betrayed
Palette File: // p08_16.act // p08.act
Luma Table: //p08.LUM // p08.LUM
Xlucency Table1: // p08.TBL // p08.TBL
Objective File: // p08.npt // p08.npt
Sky Texture: // nk_6clde.map // nk_1cld3.map
Scrounge Texture: // ngscrng1.sdf // ngscrng1.sdf
Surface Texture: // tp081sd6.map // tt021sd_.map
Level Map: // zmap6p08.MAP // zmap6p08.MAP
Horizon Def file: // p08_16.HZD // p08.HZD
Level Description: Velocity
Palette File: // p17_16.act // p17.act
Luma Table: // p17.LUM // p17.LUM
Xlucency Table1: // p17.TBL // p17.TBL
Objective File: // p17.npt // p17.npt
Sky Texture: // nk_6cld7.map // nk_1cld1.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp011gr6.map // tt081sd_.map
Level Map: // zmap6p17.map // zmap6p17.map
Horizon Def file: // p17_16.HZD // p17.HZD
Level Description: Over the Hill
Palette File: // p09_16.act // p09.act
Luma Table: // p09.LUM // p09.LUM
Xlucency Table1: // p09.TBL // p09.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld8.map // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp021db6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p03_16.HZD // p03.HZD
Make sure that when you do finish your map that you export both a 16bit (D3D) and 8bit ("The Usual") version, because not everyone likes to or is able to run in both modes. Check out the zipfiles of some of the maps found at LSM to see a good way to organzie them.
The first column is the box in the World Defs tab, the second (in bold) has the 16 bit settings, and the third is for 8 bit. Ignore the slash marks // when copying the values
Level Description: Matterhorn Run
Palette File: // p18_16.act // p18.act
Luma Table: // p18.LUM // p18.LUM
Xlucency Table1: // p18.TBL // p18.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cldb.map // nk_1cld2.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp181sw6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD
Level Description: Pitchfork
Palette File: // p01.ACT // p01.ACT
Luma Table: // p01.LUM // p01.LUM
Xlucency Table1: // p01.TBL // p01.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld6.MAP // nk_1cld3.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp041db6.MAP // tt021sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p01_16.HZD // p01.HZD
Level Description: Grape Vine
Palette File: // p10_16.ACT // p10.ACT
Luma Table: // p10.LUM // p10.LUM
Xlucency Table1: // p10.TBL // p10.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld9.MAP // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp191sr6.MAP // tt031sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD
Level Description: Betrayed
Palette File: // p08_16.act // p08.act
Luma Table: //p08.LUM // p08.LUM
Xlucency Table1: // p08.TBL // p08.TBL
Objective File: // p08.npt // p08.npt
Sky Texture: // nk_6clde.map // nk_1cld3.map
Scrounge Texture: // ngscrng1.sdf // ngscrng1.sdf
Surface Texture: // tp081sd6.map // tt021sd_.map
Level Map: // zmap6p08.MAP // zmap6p08.MAP
Horizon Def file: // p08_16.HZD // p08.HZD
Level Description: Velocity
Palette File: // p17_16.act // p17.act
Luma Table: // p17.LUM // p17.LUM
Xlucency Table1: // p17.TBL // p17.TBL
Objective File: // p17.npt // p17.npt
Sky Texture: // nk_6cld7.map // nk_1cld1.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp011gr6.map // tt081sd_.map
Level Map: // zmap6p17.map // zmap6p17.map
Horizon Def file: // p17_16.HZD // p17.HZD
Level Description: Over the Hill
Palette File: // p09_16.act // p09.act
Luma Table: // p09.LUM // p09.LUM
Xlucency Table1: // p09.TBL // p09.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld8.map // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp021db6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p03_16.HZD // p03.HZD
Make sure that when you do finish your map that you export both a 16bit (D3D) and 8bit ("The Usual") version, because not everyone likes to or is able to run in both modes. Check out the zipfiles of some of the maps found at LSM to see a good way to organzie them.
-
- Legend of Sorts
- Posts: 2345
- Joined: Wed Dec 31, 1969 4:00 pm
- Location: Somewhere in the Southwest
- Contact:
Uh...
Not to sound like a prick but you really need to read up on how to use the editor...there's a document included with the editor that will explain everything you're not understanding...
...and to answer your question, the files Fnork is referring to are in the NITRO.ZFS file and do not need to be extracted from it to be referenced...
...and to answer your question, the files Fnork is referring to are in the NITRO.ZFS file and do not need to be extracted from it to be referenced...
-Lightfoot
http://twitch.tv/dsavage66
http://discord.me/ultrafunk
If only you could see what I've seen...
http://twitch.tv/dsavage66
http://discord.me/ultrafunk
If only you could see what I've seen...
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- Vigilante
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- Location: Wisconsin
- Contact:
If these can't get you going then there's no hope. Quit while your ahead.
Pallets.zip
Pallets.zip
AGAIN (4ever?)
>Diver's Lab doesn't seem to work for me.
for me too...
Hello and Hello again plus happy new year.
I have to fix them. again.
Nice too see you(Lightfoot&) guys again here.
I haven't been played any games last year.
(NOLF2 little bit. editor is good but terrain system is bad)
And now, i76...agin.
P.S Xzavier
Good job. I wanna play a game in your world.
for me too...
Hello and Hello again plus happy new year.
I have to fix them. again.
Nice too see you(Lightfoot&) guys again here.
I haven't been played any games last year.
(NOLF2 little bit. editor is good but terrain system is bad)
And now, i76...agin.
P.S Xzavier
Good job. I wanna play a game in your world.
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- Nicely Evil
- Posts: 174
- Joined: Sat Dec 27, 2003 1:04 am
- Location: Paradise
- Contact: